The Faceless (Japanese: ノスフェラトゥNosferatu) is a monsterclass exclusive to Fire Emblem Fates. One of three types of monster in the game, the Faceless are adept at combat with their fists. Primarily, Faceless originate from Nohr, as they are created and commanded by Nohrian Dark Mages, and are used primarily for combat purposes. According to Ryoma and Hinoka, the Faceless were originally created to bypass a barrier, which removes the will to fight, erected by Mikoto. They have no minds of their own, meaning they can cross the barrier without problems.[1]

Faceless on their own have no base skills, but many tend to have skills from other classes such as Poison Strike.

Flavor text

Trivia

In Conquest, a Faceless can act as the player's advisor for My Castle. Additionally, the Faceless mask is available as an accessory in My Castle.

Faceless were originally planned to feature in Fire Emblem Warriors as a monster enemy in the game. However, they were not implemented due to the developers being unable to render them well in 3D and waiting until late in development to start working on them. The developers specifically recall a comparison made between their models and plushies.[2]

Etymology and other languages

Names, etymology and in other regions

Language

Name

Definition, etymology and notes

English

Faceless

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Japanese

ノスフェラトゥ

Officially romanized as Nosferatu.

Spanish

Inhumano

Inhuman

French

Sans-Visage

No-face

German

Ungesicht

No-face

Italian

Senzavolto

Faceless

Gallery

References

↑"Hinoka: Our mother, Queen Mikoto, put up a barrier around our kingdom. Regular enemy soldiers find themselves without the will to fight upon crossing it. So long as mother is able to keep the barrier up, Nohr can't invade Hoshido.Ryoma: That's why Nohr sends those...things. They have no souls--no will of their own. That's why they are able to penetrate the barrier and terrorize our borders." — Hinoka and Ryoma, Fire Emblem Fates

↑"ND: Other than that, could you also tell us about the monsters that attack these original characters, including Shion/Rowan?Usuda: We struggled with the monster designs. We were almost able to make images of monsters based on the beast-types, corpse-types (eg. Awakening’s Risens), or Nosferatus from the original games, but when we actually started working on it, we wondered “What kind of monster would fit Fire Emblem in the first place?”Matsunaga: It was hectic. We did have examples with the Nosferatus, and clear settings like they would be related to the Chaos Dragon and look like Cyclops… so I believed they would be easier [to design] than the hero characters, and I put them high up somewhere. And after we settled with the design, when we tried implementing them in 3D, Hayashi said…Hayashi: “This [looks like] a plushie.”(everybody laughs)Matsunaga: We produced the monsters at the end phase of the development, but we were insensitive when we failed to interpret the muscular texture. Hayashi had a calm speaking tone, but you can tell there’s a deep warning when you look at his face expression, so I was reminded that we were in a bad situation.Usuda: That’s why we fixed the monsters until nearing the deadline.ND: How did you settle with it?Matsunaga: We simply revised them by making use of the original settings. We emphasized the original crustacean exoskeleton to make them look more aggressive, and we also made them eerie again by giving them colors based on poisonous creatures. I’m really glad that we could have them settled as fodder characters that customers would just take a short glance at them.." — Brian, [1], Nintendoeverything.com, Published: October 21 2017, Retrieved: January 6 2018